Author Topic: Level design  (Read 2100 times)

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Offline CGB [Ancient Demise]

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Level design
« on: October 18, 2011, 08:42:11 PM »
Name: Ancient Demise (Dem)
Location: GMT-5
Age: 23
Position: Level Design
Past Projects: I've done map and mod editing for myself in the past. I have created EaW, CNC3, and oblivion maps but never released them. I have the files somewhere around here... I have created several community maps for mwll: TC_ParadiseLost (my first project which still is not finished), TSA_Monument, TSA_NocturnalValley, TC_Monument (which combines the two previous tsa maps), TSA_MarioKart (an experiment in harasser races and gravity spheres), and TC_Zoetemeer. I have also created a battle armor trial using crysis AI for use in the sandbox editor only
Within SB2, I have used custom textures, custom sounds in zoetemeer (the music), and custom particles (steam from powerplant in tc monument). I have also made crude but working flowgraphs for ToD and temperature (tc_monument). I also have some trackview sequences in paradiselost (they trigger a minute or two after the game starts).
I have no experience with geocontrol. I'd love to learn it, but I don't own it.
Ties to Mechwarrior: I've been playing it since my dad got mech 2 in the mid/late 90s. I finally got a computer that can run this mod just this year and I have been active in the community ever since.

Other commitments: I can't map as much as I could this summer. I'd say maybe 4-8 hours a week as of now. I do have some free time since I'm looking for a job, but once I find one I have no idea how busy I'll be. I am usually not around on the weekends.


Sample screenshots are attached. First four are TC_Monument, next two are Zoetemeer, and last four are ParadiseLost

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 "Most discipline is hidden discipline, designed not to liberate but to limit. Do not ask 'Why.' Be cautious with 'How.' 'Why' leads inexorably to paradox. 'How' traps you in a universe of cause and effect. Both deny the infinite."
---The Apocrypha of Arrakis; Frank Herbert, Heretics of Dune

Offline =KoS= Finalizer

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Re: Level design
« Reply #1 on: October 18, 2011, 09:10:58 PM »
Hey hey hey!

Though I have no real say in this of course, you get my full support. 8)

Superior commit notes for superior developers

Offline (Wilson)

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Re: Level design
« Reply #2 on: October 19, 2011, 01:41:31 AM »
I've sent you a pm with some contact info, hopefully we can hookup sometime soon and have a chat..
cheers for the app :)
"Engage people with what they expect; it is what they are able to discern and confirms their projections. It settles them into predictable patterns of response, occupying their minds while you wait for the extraordinary moment — that which they cannot anticipate"
- Attributed to Sun Tzu - The Art of War

Offline shadowkiller

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Re: Level design
« Reply #3 on: October 19, 2011, 12:27:49 PM »
Looks good to me. We have a team licence for gc2 and i will be MORE then happy to teach you everything i know about it. Its very underused atm so anyone willing to learn is an instant winner in my books. Please contact me via msn messenger at Cant wait to see some of the cool stuff you create. Hopefully soon you will be pumping out stuff like this. :D

P.S. This was just a test terrain, not for the mod. ;)
« Last Edit: October 19, 2011, 12:41:31 PM by shadowkiller »

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Angry coffee table flip attack!